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Well turns out thanks to the MagickNET library im using it was actually super easy.
There is now an option in the "Export" settings tab that allows you to switch to WebP.
I also recommand to change the default scaling setting in there from 0.8 to 1.0 since WebP are so space efficient they can easily take the extra size and will actually look really good.
I now added my own copy to the mod so Gif creation should now work again
the error message in \BepInEx\LogOutput.log:
[Error :InstantReplay] Error exporting: Could not load file or assembly 'Newtonsoft.Json, Version=13.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed' or one of its dependencies.
at InstantReplay.InstantReplay.RainWorldGame_RawUpdate (On.RainWorldGame+orig_RawUpdate orig, RainWorldGame self, System.Single dt) [0x00493] in <58dfc90842c146bdbb293d11c6d25cfb>:0
There were no actual code changes so no changelog / version number increase.
You will need at least the v1.10.1 update of the game (from like 12 hours ago) because in the original release all code modes were broken.
Also good news Rain World is now 64bit by default, this means as long as your PC has enough RAM (8GB if you are only running Rain World) chances are you will never get any memory related game crashes anymore.
I was mostly hoping that the devs would eventually just release a 64bit version and I could remove the RAM limit check
I just released a new version that should be able to determine if the game is running as 64bit process and will disable the limit
You need to manually enter a path to an existing folder and then hit "Validate Path" to make sure the mod can write to that folder"
Also, besides a 64bit version, here's to hoping the memory leaks will be seen to when The Watcher releases as well
I tried with 3.2GB first but that just caused to stuff to error out with OutOfMemory exceptions and eventually Unity itself crashed.
If that still results in the mod auto exiting then sadly the only option will be to reduce your amount of mods and hope that maybe one day they will release a 64bit version of the game (people actually manage to run out memory without this mod so it would really be a great help for the modding community)
I totally get why you don't feel like adding it, thanks for the answer!
While testing I found out that the game started to crash around 3.5GB usage. (sometimes sooner, I think it depends on what stuff the game tries to load and memory fragmentation)
Without any other mods exepect Instant Replay the highest usage I saw was 1.8GB so normally one shouldn't hit the limit.
The main reason I didn't want to add an option is that most people would probably just max it out resulting in them crashing their game.
Do you maybe have some mods that you can disable that might cause the high memory usage?
If it does but they aren't being converted try checking out the log \BepInEx\LogOutput.log in your Rain World game files for any possible errors. It should also log how it trying to start the Gif creator program.
Go to your Steam folder
Go into steamapps\workshop\content\312520\3131172614\
Shift right click on the GifMaker folder and select Open Powershell here
Now type .\GifMakerCore.exe "PATH"
With PATH being the path to your files without the .data and .meta
For example if you have the files C:\Images\abc.gif.meta and C:\Images\abc.gif.data you would type C:\Images\abc.gif
The full command would be: .\GifMakerCore.exe "C:\Images\abc.gif"
Were you able to check how much memory Rain World itself used?
Instant Replay should auto stop at around 2,7GB usage and Rain World gets crashy at around 3,7GB from my experience.
(Partial exception log. I saved the rest in case.)
ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <a1e9f114a6e64f4eacb529fc802ec93d>:0)
System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <a1e9f114a6e64f4eacb529fc802ec93d>:0)
I'll keep track of my computer stuff.
If not the only way I could imagine this happening is your actual computer running out of RAM.
If you can reproduce the issue could you maybe check Rain Worlds and your PCs memory usage at that point?
Unity.Collections.NativeArray`1[T].ToArray () (at <9ca491d31d5a4516bf92108e9f7069ac>:0)
InstantReplay.InstantReplay.CaptureFrameCallback (UnityEngine.Rendering.AsyncGPUReadbackRequest req) (at <ab09de69417141ed9a245ceafa5ff03e>:0)
If you anti virus detects the mods as malicious you should report it as a false/positive to the vendor
I tried it again with just my keyboard and used I on the death screen, but it just shuffled through music and was fixed when I pressed escape
One of these is called "Super Slug" which makes it so that times slows down if you don't move (like in the game Super Hot). You can disable all the other events and only mess around with that one if it sounds interesting